RimWorld

RimWorld

609 ratings
Some Things Float
7
4
2
3
2
3
3
2
2
   
Award
Favorite
Favorited
Unfavorite
Mod, 1.4, 1.5, 1.6
File Size
Posted
Updated
978.092 KB
27 Feb, 2023 @ 3:07pm
14 Oct @ 12:07pm
72 Change Notes ( view )

Subscribe to download
Some Things Float

In 2 collections by Mlie
My Current ModList
263 items
Developed by me
111 items
Description


Let the river wash your trash away!

This mod lets things float in water and move with the stream. In non-streaming water things will move about at random. Things can leave the map this way so can be used to dispose of things you dont want, corpses for example.

There is a possibility that things spawn in the river that you can get use of, or even downed pawns you can choose to rescue. If Allow Tool is active you can set all spawning items to be hauled urgently automatically. With Odyssey chunks can also spawn in space and land on your platforms.

There is also bars and nets that can be built in water. The bars can catch large objects like corpses, living pawns, weapons and apparel while the metal net can catch all items.

Pawns may also loose their footing in moving water. They can also drown if being downed in water. Certain apparel will prevent this, such as the power-armor helmet. Any headgear with the EVA-tag from SOS2 will be considered a breathable helmet. To avoid guests and pawns accidentally being swept away I suggest using Clean Pathfinding 2 to make pawns prefer roads and bridges. Combine it with Enter Here to make pawns spawn in near roads.

If SwimmingKit is loaded, pawns with higher swimspeed will float slower when downed. Also pawns with the Nimble trait will be half as likely to loose their footing. Aquatic animals from Biomes! Islands or any animal using the Amphibious movement type from Pathfinding Framework will not loose their footing or drown.

Technically the mod looks at all items in water-tiles and calculates their floating value. This is based on what stuff is used to build the item, but some things like corpses have a default float value. Its also possible to add floatable-values to other things via patches, there is a patch for barrels of fecal-matter from Dubs Bad Hygiene that can be used as an example. Higher floatable values makes things move quicker in the water.

If the smooth floating animations are causing distractions or performance issues they can be disabled in the mod-settings.

I made it mostly for my own playthrough but hopefully someone else can get joy from it!

Thank you to llunak for the various performance improvements!



[discord.gg]
[github.com]


Since modding is just a hobby for me I expect no donations to keep modding. If you still want to show your support you can gift me anything from my Wishlist or buy me a cup of tea.

[ko-fi.com]


  • See if the the error persists if you just have this mod and its requirements active.
  • If not, try adding your other mods until it happens again.
  • Always post your log using the Log Uploader
  • For best support, please use the Discord-channel for error-reporting.
  • Do not report errors by making a discussion-thread, I get no notification of that.
  • If you have the solution for a problem, please post it to the GitHub repository.
  • Use RimSort[github.com] to sort your mods

| tags: floating
Popular Discussions View All (12)
0
27 May @ 3:24am
Compatibility suggestion
lol
713 Comments
Mlie  [author] 17 Oct @ 10:46pm 
@Deankiller Turnupseed Havent heard about any compatibility issues
Deankiller Turnupseed 17 Oct @ 9:43pm 
is this compatible with performance optimizer and layered wall destruction? somebody used those three in comb?
Mlie  [author] 16 Oct @ 10:40am 
@Shinzou Please see the Reporting Issues section described above
Shinzou 16 Oct @ 10:15am 
error part2:

System.Collections.Generic.HashSet`1[[Verse.ThingDef, Assembly-CSharp, Version=1.6.9371.18214, Culture=neutral, PublicKeyToken=null]]..ctor(IEnumerable`1 collection, IEqualityComparer`1 comparer)
at System.Linq.Enumerable.ToHashSet[TSource] (System.Collections.Generic.IEnumerable`1[T] source, System.Collections.Generic.IEqualityComparer`1[T] comparer) [0x0000e] in <1f993cbf88314b1baa1e10ca917bdc64>:0
at System.Linq.Enumerable.ToHashSet[TSource] (System.Collections.Generic.IEnumerable`1[T] source) [0x00000] in <1f993cbf88314b1baa1e10ca917bdc64>:0
SomeThingsFloat.SomeThingsFloat..cctor()
--- End of inner exception stack trace ---
Shinzou 16 Oct @ 10:15am 
Hi Mlie, just started a new modlist and got this error on game load:

Error in static constructor of SomeThingsFloat.SomeThingsFloat: System.TypeInitializationException: The type initializer for 'SomeThingsFloat.SomeThingsFloat' threw an exception. ---> System.NullReferenceException: Object reference not set to an instance of an object
[Ref 24048295]
at SomeThingsFloat.SomeThingsFloat+<>c.<.cctor>b__10_5 (Verse.ThingDef def) [0x00000] in <71dbc8d3ddbe43bda160f6eef2ce7ca0>:0
at System.Linq.Enumerable+WhereListIterator`1[TSource].MoveNext () [0x00037] in <1f993cbf88314b1baa1e10ca917bdc64>:0
at System.Collections.Generic.HashSet`1[T].UnionWith (System.Collections.Generic.IEnumerable`1[T] other) [0x00026] in <1f993cbf88314b1baa1e10ca917bdc64>:0

continued --->
Chromium 11 Oct @ 6:00am 
This is genius, haven't Ludeon ever reached out to you to hire you?
Mlie  [author] 30 Sep @ 3:08am 
@sheeps Sorry, there are way to many mods in that log for me to be able to replicate the issue. Perhaps you could try with only this mod loaded, as described under Reporting Issues?
sheeps 30 Sep @ 2:59am 
opening dev mode, this is the most recent logs (ive never done this before so if there is something specific you need to see pls lmk)

https://gist.github.com/HugsLibRecordKeeper/e010956ad2372c54d1a56b0e00913fa1
Mlie  [author] 27 Sep @ 6:58am 
@sheeps If they are under a bridge they should respawn if the bridge is removed. Can you provide s log of this?
sheeps 27 Sep @ 5:03am 
haha funny bug ive run into
babies will lose footing in shallow water and get swept under bridges, where they will... despawn?
ive tried removing the bridges where the arrow says the baby is floating, but nothing is there.
when clicking on their name in relations tab, it says they are off the map.
is this a known bug? any fix suggestions for my current playthrough?